public void GoToPool() { transform.rotation = Quaternion.identity; transform.position = Vector3.zero; _poolMember.Push(); }
public void GoToPool() { ClearPieces(); _pipe = null; transform.rotation = Quaternion.identity; transform.position = Vector3.zero; particleSystem.gameObject.SetActive(false); _poolMember.Push(); }
public void GoToPool() { // for (int i = 0; i < _pieceHolders.Count; i++) // { // _pieceHolders[i].GoToPool(); // } foreach (var pieceHolder in _pieceHolders) { pieceHolder.GoToPool(); } _pieceHolders.Clear(); if (_obstacle != null) { _obstacle.GoToPool(); _obstacle = null; } _poolMember.Push(); }
public void GoToPool() { _poolMember.Push(); }